AG 5 Orc Lineman
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AG 5 Orc Lineman
Hi, I have an AG 5 orc lineman with no other sklls coming up for his next advance roll. Assuming its a standard skill what should I pick? He is typically used as a second thrower or as my ball retriever when the ball is loose in a messy scrum.
My first thought was pass block as he'd be able to intercept on a 4+ which could make a good deterant to pesky passers.
I also though maybe block as he does get hit down rather a lot but block seems a bit dull. Im trying to develop a bruiser ork team maxing out on Blitzers, BoBs and a Troll so that only leaves two vacant slots on the 11man line-up. 1 thrower and this guy.
I was thinking kick next purly because he is the only player who is set up in the right possition to use it besides my thrower. But with such a slow team I am unlikely to be able to capitolise on kick anyway so I maigh give that a miss.
Lastly I really want to give him leader (on a double) because the model I use to represent him is the second Ed Orc Lino that is pointing and shouting as if giving instructions and he does tend to be the key ball handler in most of my plays so its fluffy to choose him.
Any other suggestions welcome.
My first thought was pass block as he'd be able to intercept on a 4+ which could make a good deterant to pesky passers.
I also though maybe block as he does get hit down rather a lot but block seems a bit dull. Im trying to develop a bruiser ork team maxing out on Blitzers, BoBs and a Troll so that only leaves two vacant slots on the 11man line-up. 1 thrower and this guy.
I was thinking kick next purly because he is the only player who is set up in the right possition to use it besides my thrower. But with such a slow team I am unlikely to be able to capitolise on kick anyway so I maigh give that a miss.
Lastly I really want to give him leader (on a double) because the model I use to represent him is the second Ed Orc Lino that is pointing and shouting as if giving instructions and he does tend to be the key ball handler in most of my plays so its fluffy to choose him.
Any other suggestions welcome.
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Catch?! I'd say Dodge on doubles. Use his AG5 to dodge through the players protecting the ball carrier, and to pick up loose balls and run off with it.sean newboy wrote:Catch on doubles, block otherwise.
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OK, so he's your catcher. That would mean Block (yes, it's dull, but wise and safe) or catch on doubles. Since you max out on slamming you won't have to dodge a lot, all your opponents will be lying on the grass screaming in agony.
On the other hand, ageing is becoming a realistic option, so you would hate giving him block and him ageing at the 4th skill which would have made him really annoying, like pass block. So I would choose either block or catch depending on the dice roll.
Then use these skills to help others gain SPPs. So he'll become the play maker, and decide where the ball goes. The others will hate him for that and not accept him for a leader. So he will have to shout and point even louder and with ruder gestures to get the ball where he wants it. Just to add a bit of fluff.
On the other hand, ageing is becoming a realistic option, so you would hate giving him block and him ageing at the 4th skill which would have made him really annoying, like pass block. So I would choose either block or catch depending on the dice roll.
Then use these skills to help others gain SPPs. So he'll become the play maker, and decide where the ball goes. The others will hate him for that and not accept him for a leader. So he will have to shout and point even louder and with ruder gestures to get the ball where he wants it. Just to add a bit of fluff.
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I never use him as a catcher. For one he's far to slow and for two thats not the way I play with this orc team. He usually hangs around in my midfield doing 'clever things' with the ball when the action gets messy (like picking it up and throwing it) while the rest of the team beat-on the opposition.Duke Jan wrote:OK, so he's your catcher.
I did also think of pro because he has to make quite a few 2+ rolls without a re-roll during a game because by the time he gets called in to do something flashy its usualy later in the half and he has no skill re-rolls. Sure hands would be my other choice because he often picks up the ball under presure and has been known to make runs himself when everyone else is tied up.
Most of all I want an MA increase because he is always having to go for it to get to the action but spending a double on sure feet seems like a wasted double.
As you can see Ive got a hell of a lot of options to choose from.

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